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| Natural Selection - Tactics and Mod Discussions Discussion about Natural Selection tactics, maps, and mods. |
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#16 (permalink) |
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Join Date: Jul 2006
Location: So Cali
Posts: 53
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Re: Advanced Marine Structure Guide
Yeah, I remember that mod, I wish they would have added a change like that to 3.2 And thanks a lot Pie. I didn't know any of that, I figured I would transfer all the information I pull out from the guides I do to the tactical wiki. So I'll be sure to add all that in on the phsaegate information when I do. Thanks again. Which kind reminded me that I left something out of the marine guide. Any marine droppables (Meds, Ammo, Cats) have a 30 second life span. So they will dissapear after that long, same with weapons that you've died with. Obvously anything dropped by the comm from an armory(weapons) or proto will stay there until it gets picked up. But after you die, anything you drop has 30 seconds to get recycled.
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#17 (permalink) |
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Join Date: Oct 2004
Posts: 499
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Re: Advanced Marine Structure Guide
We discussed the phase gate ordering thing before. It's in this thread, which has a lot of other useful information you may not know about respawning and is generally a pretty cool thread:
http://www.tacticalgamer.com/natural...imes-math.html As mentioned in that thread, I think the pg is just based on the half-life entity index, which means that other entities (for example, an alien dropping a chamber or even a map effect such as a weldable) could also affect the ordering. I've never tested it out explicilty, but if any of you were planning on keeping track of what order you build/drop things, be aware that it may not be limited to marine structures only .Regarding that phase menu thing, I hated that mod. When was the last time you had the time to read some menu every time you phase? The locations of active phase gates on a map tends to be pretty variable during a game. |
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#18 (permalink) |
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Join Date: Jul 2006
Location: So Cali
Posts: 53
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Re: Advanced Marine Structure Guide
Cool, thanks Al, I'll be sure to add in that spawning information with the IP Information.
I thought that mod was useful. If your commander happens to have 4 phases, its a lot easier (and safer) to phase to the end point of your choice instead of going through them all and having to endure to cooldown period of each PG.
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#19 (permalink) |
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Join Date: May 2005
Location: Olympia, WA
Age: 27
Posts: 321
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Re: Advanced Marine Structure Guide
Big props to Xerond for this.
I have NEVER had the thought cross into my mind to look at the sieges while they fired. I, honestly, thought they were just rotating mindlessly (idle animation) and fired instantly the moment a scan happened. The idea that they actually had to rely on rotation to aim.. well, that one went right by me. +rep (i know apophis loves this) ps. I also hate the selectable PG mod. The commander should have full control over this. Hmm, another thought just occured to me. What if a commander could put a PG 'out of rotation'... basically, during a siege/rush, the comm disables the other PGs so 1 phase gets you to the action and the other one gets you home?
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"Who put the fun in dysfunctional? I." - Aesop Rock (http://www.mushrecords.com/release.php?REAID=38) "Cuz you can choose to say 'Good morning, God' or 'Good God.. morning!" -Blackalicious It is my firm belief that, until we humans stop using human nature as an excuse for our actions, we will never realize our true nature. |
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#20 (permalink) |
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Join Date: Jul 2006
Location: So Cali
Posts: 53
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Re: Advanced Marine Structure Guide
I think that is a good idea. To be fair though I'd imagine it would be a small upgrade/degrade to the Pg that would cost a bit of res, like 3 to disable, 3 to enable, and a research time inbetween like 3-5 seconds to activate or something.
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